tag:blogger.com,1999:blog-4625171860671748699.post3474880081626883820..comments2024-01-30T18:06:40.312-08:00Comments on Up late talking games & writing? You're...: You Can't Always CYOABrad Gallawayhttp://www.blogger.com/profile/09452185302281177580noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-4625171860671748699.post-39495067661070396112013-01-10T01:49:47.230-08:002013-01-10T01:49:47.230-08:00Vukodlak - Thanks for your comment. I am a bit cur...Vukodlak - Thanks for your comment. I am a bit curious though, don't you think that the situation you describe at the end of ME3 is a sort of disempowerment to the player?<br /><br />Chris - Thanks for your comment as well. I hear what you're saying and I suspect that this particular aspect will be improved in future Telltale projects. That said, the tone and relationships can change to a fairly substantial degree even if the actions don't, and also, I'm curious as to how you felt about this before you learned it wasn't the case? Brad Gallawayhttps://www.blogger.com/profile/09452185302281177580noreply@blogger.comtag:blogger.com,1999:blog-4625171860671748699.post-172005954905175112013-01-08T09:34:53.644-08:002013-01-08T09:34:53.644-08:00This is a good point, and well-argued.
I guess my...This is a good point, and well-argued.<br /><br />I guess my frustration with The Walking Dead isn't that my adventure didn't go on a completely different path based on my actions and choices, but rather it had no impact within the confines of a predetermined path.<br /><br />For instance, if a comment that Lee makes ticks off another character (with the text "Kenny will remember that"), the consequence of that comment generally only ever manifests itself in a shallow way - typically, another referential comment later on.<br /><br />I don't think it's too much to expect from TWD that there are consequences from your choices that make that predetermined path easier or more difficult at certain stages. I felt that was implied throughout the course of the game, and I felt duped when I learned it wasn't the case.<br /><br />That's where something like Mass Effect's admittedly similar take fares slightly better than TWD: you can avoid certain confrontations etc based purely on decisions you made earlier.Chris Leggetthttp://www.leggetron.comnoreply@blogger.comtag:blogger.com,1999:blog-4625171860671748699.post-70455749982523675202013-01-08T02:50:58.429-08:002013-01-08T02:50:58.429-08:00Of course the journey matters, but in that context...Of course the journey matters, but in that context, it's perhaps worth noting that the complaints against the two games were voiced very differently - a low grumble against TWD and a scream against ME3's cack-handed ending. Both TWD and the ME series have many illusory choices, but they more or less worked within the context of the world (your mileage may vary, but this is the journey part). In contrast, ME3 introduced a major new player minutes before the ending, which redefined the world. And then gave minimal information and asked for a more or less random choice... vukodlaknoreply@blogger.com